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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 2 3 4 5 ... 80 160 240 320 400 ... 403 404 405 406 407 · «PREV / NEXT»
VikingII
VikingII


Adventuring Hero
posted December 15, 2023 08:25 PM

bloodsucker said:
Not the right section, look for the thread for that map (TEW III or Alexander?) but I can remind you in the message that explains how to use the keys it also says it only works for Castle.


I found those threads but seems, they are custom maps?

The "Call to Arms" option is in the WoG options, in the second tab down, it says (NEW), maybe it is from "WoG Revisited"?

It is working for all factions, or at least for Castle, Rampart, Tower (didn't checked the others last time). All units are called, except unicorns.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 15, 2023 09:01 PM
Edited by Salamandre at 21:04, 15 Dec 2023.

I  looked in the ini and unicorns dwelling has correct ID so should work. Can you go in mods/wog revisited, open in text editor dwel.ini and see if first 20 lines or so are like this?
*
[0]
0=56
1=57
2=25
3=58
4=35
5=5
6=8
[1]
0=6
1=12
2=15
3=50
4=45
5=51  --> This is unicorn dwelling. In your file is 51?
6=24

If yes, then check just in case : you have enough gold, there are unicorns in the dwelling, it is yours, there is place in garrison etc.
____________
Era II mods and utilities

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VikingII
VikingII


Adventuring Hero
posted December 15, 2023 11:12 PM

Salamandre said:
I  looked in the ini and unicorns dwelling has correct ID so should work. Can you go in mods/wog revisited, open in text editor dwel.ini and see if first 20 lines or so are like this?
*
[0]
0=56
1=57
2=25
3=58
4=35
5=5
6=8
[1]
0=6
1=12
2=15
3=50
4=45
5=51  --> This is unicorn dwelling. In your file is 51?
6=24



Thank you! That was super helpful. The .ini was right, but in my custom maps I usually place the Small Version of the Unicorn Glade, and according ERM help, it is the "68". Just changed that 51 by 68 and works.

Just a question, since I have made many maps with that small version, but majority of maps have the large one, is that possible to edit the .ini to use both?

I've tried to repeat the number, put "," and other symbols, but don't know the language to edit.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 16, 2023 12:03 AM
Edited by Salamandre at 00:11, 16 Dec 2023.

No, but what you should do is change the ID in your maps. Space bar on unicorn glade then change 68 to 51 in the scrolling list. Use F3 in editor to quick find them all.

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VikingII
VikingII


Adventuring Hero
posted December 16, 2023 12:30 AM

Salamandre said:
No, but what you should do is change the ID in your maps. Space bar on unicorn glade then change 68 to 51 in the scrolling list. Use F3 in editor to quick find them all.

Yes, I have done that.

I wanted to add new neutral dwellings, like Sharpshooters, Enchanters, etc. Tried to add more numbers like "7=67" for sharpshooters, but is not working. I think would need to edit the code in the mod, not just the .ini, BUT I'm grateful to have it working with the current units, it is a release to not need to make the travel each week.

For that, one of my favorite innovations in Heroes IV was the caravans...

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bloodsucker
bloodsucker


Legendary Hero
posted December 29, 2023 11:22 AM

Hi! I'm playing "Deadlift". Using Baratorch InviteTavern tweak I've got Gunnar.
I leveled him up with an Altar of Sacrifice without any problems but after a few fights I've noticed he was with 0/0/126/1 as primary skills so I looked in the script and I found this...

*battle with apocalypse lord
!?BA0&1000;
!!VRy3:Sc+27:28; get month of the game
!!BA:H0/?y1 H1/?y2;
!!if|y1=151/y2=151:; if apocalypse
!!DO6615548/0/6/1151;
!!HE151:F125/125/125/125;
!!en:;

... Here are a bunch of others and there are some after Gunnar
...
;gunar
     !!if|y1=85/y2=85:;
     !!DO6615550/0/6/185/y3/y1/y2; *3 for gunar
     !!HE85:F125/125/125/125;
     !!en:;

Is it a bug? Gunnar shouldn't be available to player? I don't know what to do... (except setting the only Logistics specialist I have access to, aside)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 29, 2023 12:06 PM
Edited by Salamandre at 12:14, 29 Dec 2023.

Well, yes. Tavern mod will screw custom maps, as it bypasses hero restrictions. Gunnar is an AI hero.

@Edit: I see there is no restriction for Gunnar, he is available for all. Probably a missing detail. However better not play with, he is scripted in a late battle.

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bloodsucker
bloodsucker


Legendary Hero
posted December 29, 2023 12:13 PM
Edited by bloodsucker at 12:17, 29 Dec 2023.

Yeah! I know. But that is not Invite Tavern mod. It's Invite Tavern tweak from Baratorch, that I'm pretty sure checks for availability and it was active despise the fact I didn't set it and the map had a message that specifically mentioned it, talking about Necro heroes...

Now, please advise me. Should I restart, dismiss the hero or what?
If I understand that code, he will be called for a battle at a certain moment.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 29, 2023 12:14 PM

Yes, check previous comment.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted December 29, 2023 12:31 PM

Btw, I almost don't use other people's mods on custom maps.
I write a bunch of code though, for instance gave that number two of Alexander the same special Learning ability he has but for all skills, just to check if I had understood everything you did...
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 29, 2023 09:46 PM

if you really like hero who walks all map in half turn, why not use Usain Bolt mod, then tweak in ini the number of battles required for movement bonus. There is no need of Gunnar of whatever with that mod.

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bloodsucker
bloodsucker


Legendary Hero
posted December 29, 2023 10:18 PM

I guess the W129 var is used on the map, it gives me division by 0.
Unless the mod can't be loaded after start.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 29, 2023 10:18 PM

I looked at script and remember another player brought up this Gunnar issue. As Gunnar is not used in any battle, you can just delete that lien of script and play with Gunnar safely, it was a remaining line from first version probably.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 29, 2023 10:19 PM

bloodsucker said:
I guess the W129 var is used on the map, it gives me division by 0.
Unless the mod can't be loaded after start.


I didn't test Usain Bolt on Era 3 give me one minute.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 29, 2023 10:27 PM
Edited by Salamandre at 22:29, 29 Dec 2023.

Right, there was syntax to fix. SN:W is different in Era 3. Also you need the mod at start, it uses a timer

https://drive.google.com/file/d/19zRilnEWqIqcZdMrfpY6razcLSxekQ0C/view?usp=drive_link

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bloodsucker
bloodsucker


Legendary Hero
posted December 31, 2023 10:12 AM

I should know this but I'm confused.
How do I change the percentage of damage !!EA Deflect ability reduces when triggered?
It says x% chance of Deflecting y% of the Damage and I wanted to affect the y. I thought it was hardcoded at 62% but I saw it at 75% in TEW III.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 01, 2024 10:43 AM

Well, play with values and see how tests go. It says:

Deflect [Bm/1/76/n/Xo/X1/... (n+1)% chance to block Xlevel% damage

So, after 76, use some number, let's say 50, then the modifiers for every level of experience, up to 50 at ACE level, which should give 50+50 = 100% chance of deflecting damage, if what they say is accurate.

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bloodsucker
bloodsucker


Legendary Hero
posted January 01, 2024 11:31 AM
Edited by bloodsucker at 11:55, 01 Jan 2024.

??
I read the skill as: it has a 50% chance of occurring, if it occurs it deflects 50% of the damage.
Now, I used
!!EA136:B6/1/76/74/0/5/10/15/25/35/40/50/55/60/65;

Sorry, it's 1 for Add, 76 for Ability, 1% plus 74 (so 75%) to percentage of damage deflected, then the chance of happening is what changes with levels.

P.S. Plus, I would like to know from where that data is cause I don't know/remember how to access it.
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XeRo13gg
XeRo13gg

Tavern Dweller
posted January 02, 2024 05:32 PM
Edited by XeRo13gg at 14:17, 03 Jan 2024.

Hey Heroes 3 enthusiasts!

I've been tinkering with ERM coding for my map, and I've hit a bit of a roadblock. Specifically, I'm dealing with gate guard borders, and the default options aren't cutting it. I need a code that can be placed in the global events and removes an object at coordinates 54/138/1 when a human player steps on coordinates 5/5/1.


Any seasoned ERM coders out there who can lend a hand? Your expertise would be much appreciated!

Cheers

Edited.-
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 03, 2024 02:34 PM

Place an event at 5/5/1, then :

!?LE5/5/1&1000; flag 1000 to prohibit AI triggering the event
!!UN:O54/138/1;

make sure there is only an object at specified coordinates, no special terrain under. Voila.

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